RI.org Forum Index RI.org
Insanity on a Random Basis
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups 
 ProfileProfile   You have no new messagesYou have no new messages   Log out [ Lisa ]Log out [ Lisa ] 

Rurouni Taikai SaGa Official Description Thread
Goto page Previous  1, 2
 
Post new topic   Reply to topic    RI.org Forum Index -> Rurouni Taikai SaGa
View previous topic :: View next topic  
Author Message
San Draco
Elven High Wizard


Joined: 08 Jul 2002
Posts: 892
Location: Faerun

PostPosted: Fri Jun 04, 2004 1:22 pm    Post subject: Reply with quote Edit/Delete this post Delete this post View IP address of poster

Congratulations on braving the spoilers (or for those of you who didn't, welcome!) This particular section has no spoilers that I know of, and deal primarily with Malak's (Force) powers and personality. *nods*

What can Malak do in a fight?

The most obvious answer is his lightsabre. Being the Dark Lord of the Sith, Malak has perfected his own style of combat, utilizing his Force Jump to leap high in the air and use the downward momentum to cause an incredible amount of damage with his attack. He's an incredibly powerful duellist, and he focuses primarily on defense (using his lightsabre to block attacks instead of seizing openings, etc.)

When a lightsabre won't work, or when the opponent is too weak or too strong for it, Malak can use his Force powers. They are, in no particular order, as follows.

Force Jump: More a 'skill' than a 'power,' Malak can still leap through the air with incredible ease, achieving heights and distances that are impossible for normal humans.

Death Field: A wide-area power that affects numerous targets. Simply put, Malak drains a portion of their life and siphons it back to himself. Thus, while the targets are each only marginally damaged, he himself is healed by a considerable amount.

Kill: Exactly what the name says. Those who cannot resist the power (a high-DC Fortitude save, if memory serves) are killed outright. Those who succeed are choked for a considerable amount of damage.

Lightning Storm: Imagine Palpatine's Force Lightning. Now imagine it affecting everyone in a ten-meter radius. It causes much hurt.

Dominate Mind: Malak's "signature power," he can nearly control the thoughts of other sentient beings. Those with considerable willpower, as well as those with no "mind" or "soul" to speak of, however, are not affected.

Force Aura: By utilizing this power, Malak can increase both his physical defense and his ability to worm his way out of damage (increases both armor and saving throws.)

Master Valor: This power boosts all of Malak's attributes by five, making him faster, stronger, smarter, etc. It also makes him immune to poison.

Force Suppression: Simply put, this power eliminates every Force power currently active on the target.

Force Immunity: An inversion of Force Suppression, this power makes Malak immune to direct-attack Force powers.

What is Malak's personality?

He's what you'd expect from a Sith lord: vengeful, spiteful, and all-around a not-nice person. He's also cunning and ambitious, though, and he's willing to do whatever it takes to achieve his goals... assuming it doesn't go against his sense of dignity, of course.

The other aspect of Malak's personality is that he is a firm believer of fate and destiny. Whatever he "sees," via the Force or otherwise, is what he believes will happen. If he sees himself as the victor, then nothing can shake his confidence. If he sees himself vanquished, however, he will fight with all the desperation of the doomed. The sad fact of the matter is that he's usually right, with only one failure on his record thus far.
Back to top
View user's profile Send private message Send e-mail
Thirdtwin
the original -SHINING JUSTICE-


Joined: 02 Jul 2002
Posts: 778
Location: in a box of mistery

PostPosted: Fri Jun 04, 2004 4:55 pm    Post subject: Reply with quote Edit/Delete this post Delete this post View IP address of poster

Here's a list of moves that Red has learned over the course of this tournament. Note that, with training, analysis or just a plain stroke of inspiration, Red can learn new, different moves almost spontaneously (although I'll try to limit this to only key moments). Moves are listed in rough order of strength; he'll try to use his skills as efficiently as possible, seeking not to exhaust his stamina too quickly while bringing down his opponent as quickly as possible. Starred moves (*) are only to be used under utmost duress (i.e. multiple strong opponents). (Most of these attacks are taken, of course, from his source game, although I've taken a few liberties with the attack names themselves)

Sword Moves:

Double Slash: A pair of slashes in rapid succession; should the first hit, the second is guaranteed.

Thrust: Just what it sounds like: a lunge designed to drive the front edge of the sword into the target. Yellow shockwaves emanate from the blade with the force of the stab.

Smash: A heavy two-handed slash with the sword; upon impact, a small explosion of energy surrounds the target.

Deflect: A rapid motion of the sword brings it up, perpendicular to Red's body, in an attempt to parry an attack. His reflexes are such that he is capable of even deflecting bullets.

Swallow Swing: The motion is similar to that of Double Slash: a pair of slashes in rapid succession; however, a pair of green-tinted energy disks are released from the blade by the slashing motion. These blades disrupt the air with their rapid speed and thus work as a solid anti-air attack.

Thunder Thrust: A faster, stronger version of the Thrust detailed above; the blade of the sword is also consumed in lightning, which trails behind the user as he strikes.

Heaven or Hell: Red leaps high into the air and then dives downward, his sword consumed with blue lighting as he brings his sword down in a wicked cleaving attack, then brings it up again to carve a cross into his opponent. The electricity brought to bear can stun the opponent for a few seconds.

Bear Crush: Similar to Smash, but more powerful; the explosion is much larger, and crackles with electricity as well.

Gale Slash: As a spiralling windstorm manifests around him for a moment, Red gathers energy and then leaps into the air, slashing blades of green energy at anyone he sees in the area. The blades have a range of about 30 yards.

*Triple Thrust: Red leads off with a rapid Thrust, then uses his immense speed to appear first behind the enemy, knocking it into the air with a fierce uppercut, then above it, stabbing downward with immense force. The exertion manifests in trails of orange vapors that expand from around his body in ring-shapes.

*Rising Nova: Red charges forth, aflame with burning energy, and uppercuts the enemy into the air before slashing it with a similarly enflamed sword. A burning sphere of flame surrounds the enemy before exploding.

*Rosario Impale: Red leaps into the air; four mirror images leap from his body, each stabbing their swords into the ground at the points of a compass. Lines of vermillion force stretch from their blades to the center, forming a cross; Red follows them down to the point of intersection, also stabbing, and triggering an immense explosion of force within the area of the four images. The attack has a powerful holy alignment, dispelling most undead and demons with ease, although anyone caught in the field will be harmed.

Two-sword moves:

Cross Slash: Red carves a cross into his target--right hand slashes vertically, left horizontally.

*TwinGale Slash: See Gale Slash. Now add a second slash from the second sword.

Fighting Moves (besides basic Punches and Kicks)

Sliding Tackle: A sliding leg tackle that kicks up a lot of dust.

Crush Beat: A left-handed jab followed by an explosive right-handed punch (as in, a literal explosion of force is caused by the blow)

Rotation Kick: Red leaps into the air and brings his heel down upon his opponent's head.

KO Throw: Red dodges a punch thrown by the enemy, catches his arm, and slams him into the ground.

Suplex: Red grabs the opponent, leaps into the air and, bending over backwards, drops the opponent on his head.

Triangle Kick: Red leaps onto a wall (or solid vertical structure), bends his knees, and leaps off, using the gathered momentum to slam into the enemy with his feet.

Mind Magic spells:

Mindheal: Red meditates for a few moments, a circle inscribed with various kanji appearing underneath him, and any wounds sustained are fully healed.

Evaporate: Red uses this spell to fade from sight entirely; although his shadow is still visible, he is otherwise wholly invisible (to the unenchanted eye, at least) until he acts.

Alkaiser Moves (only useable as Alkaiser):
Bright Fist: A punch charged with energy, which gleams upon impact (in-game it causes a lens-flare)

Shining Kick: Look at Bright Fist. Replace "punch" with "leaping kick".

Sparkling Roll: A quick dash leads into a pair of backhanded blows, first with the left and then with the right hand.

Flash Turn: A two-fisted blow that causes a flash almost like a miniature sun (don't worry, it doesn't get that hot, but it is noticeable)

Al-Blaster: A rapid succession of golden projectiles with slight homing capability.

Deflect Lance: Alkaiser leaps upward, lands on a wall (or other solid vertical object), charges energy, and then diving-kicks his target.

*Al-Phoenix: An extremely powerful attack which requires the release of highly-focused emotion. Alkaiser charges his whole body with heat energy, and then leaps at the enemy, the very air igniting around him as he flies at the enemy as a human projectile. Extremely powerful--and hence extremely rare.

*Final Crusade: Alkaiser leaps into the air and creates a humongous golden energy field around himself. However, this field is not used for attack--it's immensely powerful healing energy. Anyone in its range (which is pretty durn wide) will have even mortal wounds healed in a matter of seconds (assuming they're not quite dead yet). Of course, such a powerful technique takes its toll on Alkaiser, as it actually siphons the life force out of him to revive others. Of course, the suit's healing capabilities help counter this somewhat, but if Red/Alkaiser goes for a long period of sustaining near-fatal blows and such--basically if he's almost dead himself--Final Crusade can kill him.

*Raging Geyser: An attack devised during the last tournament (also an attack that doesn't appear in his source game >_>; ), during the assault of the Agent Kirby hordes: Alkaiser harnesses a massive amount of golden energy in his fists and strikes the ground, his arms crossing in front of him; the energy released thusly explodes upward and outward, enveloping everything around and above him and creating a crater beneath him.

RaySword: Not really a technique, but more like a piece of equipment. Alkaiser is capable of manifesting a glowing light-sword. With it, he can use all of Red's sword techniques, but will also add a couple of his own to the mix:

-Kaiser Wing: Alkaiser swings his sword in a circle several times, tracing an energy disk into the air, which he then hurls at his enemy.

-Kaiser Smash: Alkaiser charges his sword with force and swings it at his target. Impact creates a series of ripple-like shockwaves.

EDIT: Forgot one more thing. Red has a Backpack--an item with seemingly limitless capacity, capable of holding up to 99 of a single type of any item. He's often broke so he doesn't keep much in there, but he will be able to pull out the errant Cure or Snake Oil in a pinch.
_________________
TT

Thanks to JSG for the r4wking banner
Back to top
View user's profile Send private message Send e-mail
Tenshi Kain
The Chief Apostle


Joined: 01 Jul 2002
Posts: 404
Location: Train Graveyard

PostPosted: Fri Jun 04, 2004 11:11 pm    Post subject: Reply with quote Edit/Delete this post Delete this post View IP address of poster

Since I won't have much time for SaGa, I’m making this short and sweet!

-

From the anime Berserk comes Nosferatu Zodd, also known as Zodd the Immortal- a seemingly ageless warrior whose legend has ruled the battlefields of Midland for as long as anyone living can remember. Some say he has lived for 100 years. Some say 300. Zodd himself claims to be thousands of years older. Whatever the truth is, the most hallowed secret about Zodd is that he is the Chief Apostle of the God Hand- the five dark horrors that preside over the Netherworld, commanding legions of demons and ghosts, offering untold power and hellish immortality to those willing to offer them a sacrifice. They gift their Apostles with keys known as behelit, usually green to go with their red. The color of Zodd’s behelit is unknown, as is the sacrifice he made to achieve such incredible power and status. Yet he remains the strongest of the Apostles, an honorable but ferocious warrior- and in his second form, a monster beyond human comprehension. He is essentially a Devil.

I’ll be taking Zodd shortly before he loses his second horn to Griffith in a vision, so that’s some time after the end of the Berserk anime.

Personality

Intimidating and demonic in persona, Zodd seeks out the strong. Though the other Apostles seem to enjoy playing and torturing humans with their demonic powers, Zodd is honorable while yet being, in the purest sense of the word, evil. He lends his sword to any battle, testing the strength of warriors across all timespans. His greatest opponents have been the mysterious Skull Knight, and the noble savage protagonist, Gutts. Basically, if an opponent is willing to stake his life on a fight rather than run from Zodd’s inhuman prowess, Zodd will praise them- but he’ll still aim to kill. He loves the deathmatch. He loves to bleed. He loves to revel in the fight, and takes pleasure from battling as either a swordsman, or as his Apostle form.

A thing to note about Zodd is that he always carries an “aura” when he approaches- a feeling of absolute horror. He is absolutely not of this world, and you’ll know it. No matter who you are, you will know what Zodd is.

Zodd will often read into a person based solely on the feeling he catches from them- it’s not out of character for him to prophesy about their fates, even though sometimes, he’s a little off (only with Gutts so far, and that doesn’t count because it’s just not Gutts’ destiny to die, hah!). But he is an Apostle, and he is a prophet at that.

Appearance

Zodd has two forms. The first, and his most common, is that of a twisted, gigantic humanoid being rippling with muscle. Garbed in fur clothes and no armor, Zodd carries a large cleaver sword (http://digilander.libero.it/mangaitaliamania/zodd.jpg) at all times, wielding it with unparalleled strength. His second form will only trigger when he desires it to, usually after sustaining a mortal wound in battle. References:

Humanoid: http://angela.ethereal.net/gatts/gallery/zodd-thinking.jpg

Apostle: http://utenti.quipo.it/fumetti_manga/berserk2/bp_zodd.jpg
http://www.shiro.hpg.ig.com.br/berserk/zoddxx.jpg

Roughly 7’0 in human form, Zodd skyrockets to at least 15’0 in his Apostle body, with a wingspan as long as he is tall.

Abilities

Zodd is much like Sydney Losstarot in that no matter how grievous his injuries are, he will always regenerate- that’s why he’s called ‘Immortal Zodd.’ In both his manlike and demonic bodies, Zodd’s wounds gradually regenerate. While his speed leaves something to be desired, Zodd’s strength is unreal. Wielding his huge “horse-killer” sword, Zodd has decimated whole brigades with a wild, butchering style of swordsmanship equaled only in his world by Gutts and the Skull Knight. Keen on all manner of attacks, Zodd has picked up quite a few tricks in his perpetual time on earth, but he’s still by no means invincible (Skull Knight hacked him up without breaking a sweat). In his humanoid form, Zodd can conceivably ‘die’, but it won’t be much of a death, given that he will often revert to his second form- that of the Chief Apostle.

In his second form, Zodd resembles a huge minotaur, also capable of sprouting massive bat wings for flight (though he doesn’t always start with them). With sharp, thick horns and massive claws and a double set of fangs, Zodd becomes a true thing of legend when he enters this body. Zodd is naturally given tremendous physical power as this legendary beast, and often charges, like a bull, to impale/crush his opponents. Basically, treat him as you would any large dragon or giant; Zodd is totally intelligent and capable of his normal speech as an Apostle, but his combat capabilities are definitely whole tiers above what he usually is.

I’m not trying to powergame at all, since I’m not even going to have much time for this tourney (I’m Fallen already), so don’t think he’s incapable of being defeated- but he is, in either form, an immortal and intelligent creature. If you would slay the Dragon...^_^
Back to top
View user's profile Send private message Send e-mail AIM Address Yahoo Messenger MSN Messenger
Bugenhagen
Walkin' On Sunshine


Joined: 02 Jul 2002
Posts: 658
Location: Pop Star

PostPosted: Sat Jun 05, 2004 10:23 am    Post subject: Reply with quote Edit/Delete this post Delete this post View IP address of poster

The following is copied ENTIRELY from Survivor XI. Except for where I put in a little code.

--

Now, let's see here...

KIRBY!
If you don't know who Kirby is, you don't even deserve to exist.

Physical Description

To get a good look at what Kirby looks like, turn you head ever so slightly to the left. No, your other left. Now a little bit up... there we go. That's Kirby, right in my Avatar. He's a little rubbery pink ball with stubby arms, feet, two eyes, and a very expandable mouth. In games, he's described as being eight inches tall, but for the purpose of Survivor, I'm going with his SSB:M height, which is about 3' tall, which puts him at waist/stomach level for most contestants. He can suck air or objects into his vast mouth, which can strech him out to a 6'-7' diameter. Kirby is extremely light and flexable, to the point in which when he fills himself with air, he can sort of lazily fly around, flapping his stubby arms. He can jump several times his height, run quite fast, and his rubbery skin allows him to take many hits without collapsing. However, his light weight also means that he can be thrown farther from blasts, punches, tosses, etc.

Personality

Kirby's personality is quite easy to understand. He eats when he's hungry (which is all the time). He sleeps when he's tired (which is whenever he can get a break). And above all else, he has fun. Kirby has the mental capacity of a three-year-old. The world is a big, exciting place, and Kirby wants to see it all. Most of the time, he has no clue if he's in any sort of danger, and wants to make everyone around him as happy as possible.

One thing that people must know if they encounter Kirby in Survivor XI is that Kirby is incapable of speech. He can giggle, he can sing, he can squeal, he can moan, he can cry, he can babble, he can laugh, but actual speech is beyond him. I don't know if this will be very interesting or very stressful for me to try to roleplay, but I've made my decision. When using his "Copy" ability, Kirby might have access to a handful of words or key phrases said by the copied person, but that would be the only time in which you would ever hear him speak. Kirby can understand speech fairly well (like how a toddler can understand what you say fairly well) but is incapable of imitating speech without extra help.

Abilities

If there is one thing that you need to know about Kirby's fighting skills, it's this: he's just as powerful as you are.

Kirby has the ability to 'Copy' his opponent's abilities. In a nutshell, Kirby opens his mouth and sucks up the target with a tremendous vacuum. Once the enemy is inside his mouth, he can swallow the enemy, who appears a little ways away from Kirby after the copy, a little disoriented. Immediately after, Kirby goes into a transformation. His physical features change a little to represent the copied character. Kirby almost always gets a copy of the hat (or hair) that his opponent possesses, and on occasions, his skin color changes, as well. Other than that, he mainly keeps the same bodily shape. For example, if Kirby were to copy Link, the outcome might look like this. To simplify things, all Sponsors and Sidekicks are copyable (given they have some sort of fighting ability) and powerful NPCs aren't.

The biggest change, however, is Kirby's fighting style. In some games, Kirby only knows a handful of attacks, but I'm using the Anime/Super Star version, in which Kirby knows everything. Every single attack you're capable of using, he's capable of using. Every single ability you have, he has. Every single weapon you possess, he's got a matching copy. And he's not some inexperienced clone, either- He's just as skilled and talented as you are. He might even be more deadly than you are, depending on your own skill. He keeps his own ability to fly, too, remember. Not only that, but his personality, as well, is slightly altered. Using the Link example shown above, his personality would change from a fun-loving, carefree child to a determined, somewhat dangerous warrior. Although the personality shift isn't a major thing (Bowser Kirby wouldn't take over the Mushroom Kingdom) it's something to keep in mind when including Kirby in your posts. And if Kirby wants to get rid of an ability to find another one, he can toss it out, which is embodied in a small, extremely fast-moving star, which disappears if left exposed to the open air.

Kirby does have one strong weakness. If he takes a large ammount of damage in a short period of time (i.e. Deathblow, Fire 3, Brahne-crushing) he can suddenly lose his copied ability, leaving him helpless. And in addition, getting close enough for an enemy to get caught in his vacuum can be almost impossible to do in the middle of a battle. Without a copied ability, Kirby's restricted to punching his enemies with his flobby arms (no damage whatsoever) kicking (you might feel something there) blowing air into an enemy's face (might disorient you) and spitting objects at you (ouch). And he's not very good at any of those.
_________________

This Summer, Think Pink
Back to top
View user's profile Send private message Send e-mail Visit poster's website AIM Address
Display posts from previous:   
Post new topic   Reply to topic    RI.org Forum Index -> Rurouni Taikai SaGa All times are GMT - 7 Hours
Goto page Previous  1, 2
Page 2 of 2
Watch this topic for replies
 
Delete this topic Move this topic Lock this topic Split this topic 
Jump to:  
You can post new topics in this forum
You can reply to topics in this forum
You can edit your posts in this forum
You can delete your posts in this forum
You can vote in polls in this forum
You can moderate this forum

Go to Administration Panel


Powered by phpBB 2.0.6 © 2001, 2002 phpBB Group